Was there? Man, it's been so long. I honestly only remember the main one (and truthfully, I had forgotten his name until Soapy said it )

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"When you see a John Woo film, it's comforting to know how shallow the world really is. The full force of the manly coolness factor with a peice of nose hair sticking out from the tiny crack between manly and cool, exposes the thinness of the male hormone factor. It takes an idiot to do cool things. That's why it's cool."

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I was a North American Fall Webworm in my past life. Those were the good old days.

“In terms of building the game, we originally developed it on PC and everything we were doing was breaking the bank on [Xbox] 360. The number of zombies, the streaming stuff we wanted to do, memory budgets for the number of environments and items and physics and all of that stuff.”

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Dead Rising 3 has been in development for quite some time. Siliconera first had news about the game eighteen months earlier and at that time our sources said Dead Rising 3 would be for current generation consoles.

Capcom Vancouver changed directions after they pushed the Xbox 360 hardware beyond its limits. "In terms of building the game, we originally developed it on PC and everything we were doing was breaking the bank on [Xbox] 360. The number of zombies, the streaming stuff we wanted to do, memory budgets for the number of environments and items and physics and all of that stuff. Our tech team partnered with Microsoft to get early specs and figure out how we were going to get it on new hardware," said Mike Jones, Producer at Capcom Vancouver. "How has Dead Rising 3 changed when switching platforms," I asked. "The biggest things for us have been the size of the world, the density of the world, the streaming spaghetti of getting everything working with no load zones and seamlessly streaming.

Also, how we build missions in a much larger world like that – how we send you to different districts and how we get you to explore all of these nooks and crannies in the environment," Jones answered. "The world building tools, mission scripting tools, and the updates we had to make to our engine, a proprietary engine called the Forge engine we built at Capcom Vancouver, have been the large developer obstacles over the last few years." "Has Microsoft, as a publishing partner, assisted with the transition at all?" "Our tech teams have been like [makes mushing noise]. They get our builds all the time and helping us optimize it and helping us with performance stuff. They visit us every week. We go down there every other week. We’ve been essentially merged together," Jones replied. "They have done custom work with multi-threading for us. All of the Kinect things, we’re making a game for hardware that isn’t finished that we’re all trying to launch together on day one.

Basically, we’ve been in lock step with them." Dead Rising 3 is an open world game and while the world isn’t as large as say a Grand Theft Auto game it is significantly larger compared to other Dead Rising titles. "Dead Rising 2and Dead Rising 1 together can fit into Dead Rising 3 multiple times over. It’s exponentially larger," Jones explained. Jones also confirmed that Dead Rising 3 will have cameo characters from previous Dead Rising games. Siliconera announced earlier that Isabella Keyes from the original Dead Rising and Chuck Greene from Dead Rising 2 will be in Dead Rising 3.

putting this up before I head out for tonight first it from EPD.TV /ROTR an actress (Heather Doerksen)from pacific rim is in the game and she's playing/ voicing two characters in Dead rising 3 she told this to them before Vic head off to comic con to MC the Arkham origins panel and then he ask to make an appearance at marvel's live stream the day after . any the actress mentioned this in their pod cast of vic's basement. which you find on Vic's basement.com ,Itunes youtube and sticher. and thart' all she would say for it there.

Dead Rising 3's development staff describes weapon and character customization, and how the game's bags of meat zombies differ from one another in this video. The game's overworld will dwarf the collective size of previous games in the series. ... Continue Reading

I'm in the mood for some authentic zombie killing and this seems to have my fix fully.

Everything I've seen about this game I love, I haven't seen a single thing to knock on against it. Its as if my mind were some how read into what I am wanting when this game was made for a next gen launch.

This game is 10/10, must buy.

I'm using my work vacation for the Xbox One console launch this year, taking 3 weeks from work, almost all of my time, just to delve in to all this next gen goodness !

There’s a reason why Capcom Vancouver made the main character in Dead Rising 3 a mechanic. Nick can create combo weapons like Chuck Greene, but doesn’t need a work bench to do so. Nick can also make combo vehicles.

There’s a reason why Capcom Vancouver made the main character in Dead Rising 3 a mechanic. Nick can create combo weapons like Chuck Greene, but doesn’t need a work bench to do so. Nick can also make combo vehicles. The Roller Hawg shown below is a motorcycle with a steamroller attachment and flamethrowers. Nick isn’t the only one that can ride combo vehicles. Siliconera hears one of the psychopaths we revealed, the motorcycle gang leader, uses the Roller Hawg.

Capcom has confirmed online co-op will return for Dead Rising 3 when it launches this November on Xbox One. Protagonist Nick can be joined by big rig driver Dick (yes, Nick and Dick), and travel freely in Los Perdidos, together or independently. In past games, partners were limited to exploring the same sections together.

All progress in co-op carries over to the single-player campaign, Capcom-Unity writes. If you join a friend who is further along in the story, and clear a chapter you haven't accessed in your single-player campaign yet, you'll have the option to skip it when you encounter it on your own later. That should prove handy when it comes to facing the game's returning "psychopath" bosses, this time based on the seven deadly sins. You know, like "sloth" and "bad checkpointing."
Source: Capcom-Unity

Siliconera can exclusively reveal Sloth, a psychopath in Dead Rising 3 who is too busy playing video games and watching movies to care about the zombie outbreak.

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Earlier this year Siliconera talked about a surreal fight in Dead Rising 3 where Nick wanders into a mansion and finds a spoilt adult too busy playing video games to be concerned with a zombie outbreak. Sloth is waiting for a pizza guy to show up while playing a shooter when Nick, the mechanic protagonist in Dead Rising 3, meets him.

All of the psychopaths in Dead Rising 3 are based on the seven deadly sins and Siliconera can exclusively reveal Sloth.

Sloth is this spoilt trust fund guy who is playing video games when Nick meets him. How did you come up with this tongue-in-cheek concept for a boss battle?

Josh Bridge, Executive Producer at Capcom Vancouver: That one was really hard to do. We talked about psychos when working on Dead Rising 3 and coming offDead Rising 2. We tried to look at psychos, as if under duress or in absence of law enforcement your animal comes out from inside. We wanted to make each one offer a different experience for that sin that we based it on, you know the seven deadly sins.

When it came to Sloth it went through trial and error concepts for quite sometime. For all of the other ones it was relatively straightforward into a gameplay experience. Sloth was incredibly hard because how do you make a challenge for a character that doesn’t want to do anything? We eventually arrived at the completely seen it all and done it all, maybe spoilt, always had a silver spoon in his mouth and then themed it around that. He’s going all of these toys and trinkets lying around him and he’s going to let him do those things for him while gets back to doing what he’s doing whether its playing video games or watching movies during the outbreak.

How does the fight play out? How does fighting Sloth compare to a regular boss like the biker boss?

We wanted to translate the seven deadly sins translate into gameplay. Thinking about that sin, if you can figure out a way in gameplay to agitate it you can then expose a weakness. If you don’t want to play that way and you want to go in with the craziest combo weapons completely leveled up and just want to bludgeon the dude that’s there too. It’s probably a tougher path.

If you strategize – we wanted to add a cerebral level where you can manipulate them and get them out into the open to expose that weakness. When you think of all the different sins and we started looking at Sloth what can you do to get him to come out. Maybe be potentially more passive than him. [Laughs]

How do the regular bosses play out in comparison?

From a gameplay point of view, the one thing we looked at in the other past Dead Risings, is they were essentially built around attrition. You exchange blows, drink some orange juice, and exchange more blows. We wanted to make sure with the boss encounters this time there was a strategy. It’s not like I’m coming up with a profound concept here, it’s just within the series it’s how can we build strategy in boss encounters so attrition isn’t the only path.

We looked at them as multiple stages too, so what you see isn’t just what you get. When you start whittling them down, the boss strategy whether more guys coming out or the boss changes their location and changes their playing field. We wanted these to be memorable moments.

There are other enemies other than zombies and psychopaths too. Like when Dick meets Nick he runs into these bikers…

Ultimately humans are the ultimate evil and the zombies are a symptom of that. We have a world that’s gone awry and lost all of its laws and folks rise to take over the city. There are these crazed bikers looking at this an opportunity to take over the city and run it their own way. You encounter those in gameplay and in boss encounters. There are also opposing factions. There is a military presence throughout the world, but you don’t know if you can trust or cannot trust them.

Dead Rising 3 is a standalone story about an everyday guy trying to escape a zombie outbreak, but Capcom Vancouver also added in connections that go all the way back to Dead Rising 1. Executive Producer Josh Bridge talked to Siliconera about the game’s multiple endings, overtime mode, and hinted at crossover items.

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Dead Rising 3 is a standalone story about an everyday guy trying to escape a zombie outbreak, but Capcom Vancouver also added in connections that go all the way back to Dead Rising 1. Executive Producer Josh Bridge talked to Siliconera about the game’s multiple endings, overtime mode, and hinted at crossover items.

Going back to the main story. From what I heard before, he’s trying to escape by repairing a plane. Can you elaborate more on that?

Josh Bridge, Executive Producer: It’s been three days post-outbreak in a city called Los Perdidos, Nick Ramos, this Everyday Joe is holed up in the city, and he’s just trying to survive and find supplies. He’s teamed up with other Everyday Joe folks and they are just trying to find their way out. They hear of reports of activation points. Every chapter is to motivate you how to escape. In Nightmare mode, there is the added pressure of a bomb going off and nuking you is incredibly urgent. Yeah, we’ve been hesitant of laying out all of the beats because it kind of unravels the motivation of getting through to the end.

We’re going to see a number of characters from previous games too. Can you tell us how the story connects to say Dead Rising 1?

With the story, we tried to look it at as if you didn’t know anything about Dead Rising can you actually understand Dead Rising 3? It was deliberate working with writers and our lead writer Annie, let’s make a story that’s pretty straightforward that you can understand. You’re a guy caught in an outbreak. You got to escape or die. There are people you can and cannot trust, but all of them can be gleaned by first time players who will get the context. We wanted to make sure there is a connective tissue to Dead Rising 2, we made Dead Rising 2 here. We didn’t answer a lot in retrospect from Dead Rising 1, so we wanted to make sure we connected back to Dead Rising 1 and even beforehand. There is a fanservice in there that as well that we’re at least trying to whole story no.

Dead Rising has always had multiple endings can you tell us how these work into Dead Rising 3?

There aren’t multiple branch points, it still follows the Dead Rising formula – a relatively linear story that opens up into multiple endings as you go through. Some of them are midway and some of them are latter ends. We did more multiple endings than ever before. If you want to screw everyone over, that’s an ending. [Laughs] It should be relatively obvious, what the good kind hearted Nick’s motivation is to solve. We made multiple endings to cater how you’re playing, ultimately. That leads into getting into an extended play as well so the game isn’t completely over.

I was right about to ask you about Overtime mode too.

I can’t tell you much just yet. We wanted to make sure Overtime mode goes further than before and actually be a meaty piece of the game this time. We loved the idea when we played the first Dead Rising and we wanted to pay a homage to that and go further.

[Laughs] Well, it’s based on a real world city and there are all different types of stores. The psychos, we get into trouble a lot when we come up with the ideas for them. What we tried to do this time around is with the psychos to balance them so they aren’t completely ridiculous all of the time. We wanted to have a better gradient. The same thing for combo weapons and combo vehicles. They go from "I totally get it that’s brutal!" to "Oh my god! That’s insane!" We tried to build that around how you sandbox a world. As you dig and go off the main path, you will find more and more crazy stuff. That’s where we have some of those psychos laced in the game. [Psychos are] based on the seven deadly sins, some of them take us to dark corners where it gets offensive and even with the team it’s like "Oh my god we can’t do that." So, we pull back a bit then go further.

What went too far?

I think when we started going into how the characters are portrayed is where we had to find that balance. We tried to add a purpose for everything. When we started cutting things it was because it doesn’t connect to those characters. Like, why are we doing that? It becomes too lame of a joke that it now becomes offensive. That’s when we hone in on the characters and bring the team back to, OK even though we are making this crazy thing let’s make up who this guy’s background truly is and bring it back to the real world. The things that stand out as offensive don’t make any sense.

How did you design Dick (a co-op character who also appears in the story) as a character?

From us developing the game, we didn’t hold co-op as an incredibly high value, we call them pillars essentially, things that we place important during product development. When we came out of Dead Rising 2 co-op around the studio and from fan feedback it was cool but it could have gone further. We looked at it like, I think the meat of the game is story and I think if you and i play together I would love for us to play from the story and feel like we’re part of the story together. Opposed to as I’m the client and I’m not present in cinematics and I’m a duplicate clone farming experience points. It feels more engaging to be part of the story, be your own character who has his own emotes, and feeling like this is more of a cooperative game.

Going further into combo vehicles, one can drive and have a weapon and the other one can have a different weapon on the vehicle. He can hop into a turret seat. Going to Xbox One and having this big, open streaming world we don’t have to be tethered either. We can go to opposite ends of the world and do our side missions simultaneously and then meet up again if we want to hit a main story mission together. It feels more meaty was a co-op experience.

The biggest thing and this was complicated tech wise and everyone was like "can we actually do this?," was out of order story unlocking for the client. Let’s say you bought the game and were halfway through and I just picked it up and I wanted to join you. If I finish a story chapter with you, I get that as a save for my own game when I’m playing offline. So, I can choose to hop that chapter as I go through my story mode. You can play the game out of order or in order as a result.

Let’s say I jump into your game and you’re halfway through. Can I continue from the midpoint and skip the beginning.

When you go offline you have to play from the beginning of the game until you hit those chapters unlocked chapters to skip them.

But, it does mean that if you are near the end of the game, I hopped in, and we completed the end of the game you would see the end of the game. But, I would probably be so underleveled [laughs] that it’s really hard for me to survive to have done it. If you do it great you earned it, but missed out on combo weapons and the combo vehicles, so you’ve only seen a slice of the game. Although you’ve probably seen the story component, you haven’t seen the meat and potatoes of the game.

Also, experience whether earned offline in your game or online, nightmare or normal story mode it’s all going into the same character profile. The blueprints you discover, all of your perks are part of your profile and you can interchange those between modes.

How does the story work with Nick and Dick? What if I’m on the other end of the world and you trigger a story mission?

Dick will be embodied by you, the client, when you come out of a cinematic. But, the way we told the story in a way that doesn’t make it seem as if Dick disappeared because it accounts for him in the world if you’re not playing co-op.

How it works is the main mission, what we call chapters, require both players to start them. That way we can guarantee if you got trapped in boss battle another player isn’t stuck on the outside. We had to make sure there was a co-op start point so there is continuity.

The way I look at the game and its ability to just let you sandbox. In how you get yourself out, how you’re perking your leveling, customizing your weapons and vehicles. We have a lot of side missions and challenges. You will find these challenges everywhere. The simplest one is kill X amount of zombies with a particular weapon type in a certain amount of time. There is a bronze, silver or gold for those that give you incrementing PP ranks. Some of them are tuned really tough for co-op as well, but it is a great for earning experience points. There are multiple ways to earn experience points beyond moving the story along.

Even today, which is pretty rare I’d say for all of the years I’ve been making games, is the team still goes to the game and is having fun. They say "Oh man, I can go to this area!" There are so many areas you can go inside, climb on roofs, go in basements, and there are hundreds and hundreds of weapons to find, items to collect. It’s a game I hope it will attract players to come back and experiment and try something else.

Why do all of the Dead Rising characters have a "K" at the end of the name like Frank, Chuck, Nick, etc.?

[Laughs] We don’t know why, but we just do it. It was something from a development point of view when we looked at Frank West we had to have something that holds up to that brand of Everyday Joe. Then we had Chuck and then we had Nick.

When we started working on Dead Rising 2 we worked closely with Capcom Japan on discussing what things were important to Dead Rising. Essentially, we reverse engineered Dead Rising 1. We all had copies of the game, played it inside out over and over again, and built it from scratch ourselves with the engine and design. We looked at some things that are important to the brand and held on to some things as innocuous or something that seems so mundane, but we held on the the K.

What do you want to do with the Dead Rising series afterwards?

I think the thing that gets me excited looking at other launch titles is I see where games are going in general, not just in Dead Rising, is the concept of always on. Like that the world is alive, almost like a massive single player game. I’ve seen that with some of the Ubi titles that I was looking at during E3 and it’s really cool. I feel like it’s evolving the industry. Opposed to saying you paid money for this game and it’s done the idea that it’s always going is really exciting, more like you’re going into an experience instead of finishing it.

I think open world games are geared towards that, now that we have technology for it. It feels like other games are scratching the surface of that. A slick and seamless hop in and out, I’d like to look at that one day. But, right now my is completely focused on shipping Dead Rising 3. We’re very close to the finish line and were super excited to get this out on day one.

What do you have left to do the game?

We are in the final stretches of bug fixing. At PAX, we brought an updated build there our performance is pretty much there. We’ve gone even further than PAX and have a solid 30 FPS, which was huge for us. Our team worked really hard for and worked closely with Microsoft to achieve. We’ve never done anything like this before with so many zombies on screen and the world streaming. Just the final touches on bugs and we’re getting really close.

Dead Rising 3 has a couple of items for Dead Rising fans that are Day 1 bonuses. Will players be able to purchase the Frank West costume as DLC later on?

We are aiming for Day 1 exclusives. Have you seen the images for them? Putting Nick in a Chuck Greene wig [Laughs] and outfit with the paddlesaw. The goal is for them to be exclusives.

Can you tell us more about the Capcom collaborations and will there be any Microsoft items in Dead Rising 3? Maybe Nick can dress up in Spartan Armor while fighting zombies.

The thing we’re really excited about, I hope you appreciate what you get for as unlocks for beating the game. That’s the ultimate Capcom tribute, I would say, in there. We have more of those Easter Eggs buried in the game, but we want you guys to discover them.

We have two modes in the game Normal story mode and Nightmare mode, which has the same story, but dates back to classic Dead Rising rule set with limited save locations, no checkpoints, and time is a super, super pressure. It has its own unlock as well. I look at it like New Game+. I’ll tell you want to unlock both, it should be fun.

I hear there is some Microsoft stuff in Dead Rising 3…Can you tell us about this?

Not that we’re ready to talk about just at this point. We looked at that for sure, but we focused on the Capcom side of things. Right now, we’re not ready to reveal anything on that end yet.

Beneath the shark suits and Servebot hats, Dead Rising 3 has another layer of fan service that continues the story from the previous two games.

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Beneath the shark suits and Servebot hats, Dead Rising 3 has another layer of fan service that continues the story from the previous two games. Marian Mallon, the main enemy from Dead Rising 2: Case West, will return for Dead Rising 3. In Case West, Marian was one of the directors of Phenotrans Corporation, a pharmaceutical company that makes Zombrex. Marian is in an even higher position of power in Dead Rising 3.

General Hemlock (right) is a new character in charge of the quarantine in Los Perdidos. Hemlock serves under President Sonya Paddock who we’re told is a Sarah Palin parody. President Paddock comes from Alaska, wears her hair in a bun and has glasses. Hemlock is looking for an old friend of Nick Ramos, the protagonist in Dead Rising 3.

Siliconera revealed Sloth, one of the psychopaths in Dead Rising 3, and have more information about Lust. Nick will fight Lust in a porn shop which has an S&M dungeon inside. Lust greets Nick with a pelvic thrust when the two first meet. One of the tricks in Dead Rising 3 to defeating psychopaths is using their vice against them.

Dead Rising 3 comes out on November 22 and is an Xbox One launch title.

Zombies are coming! But, before they arrive, Vic and Scott describe how excited they are for the next consoles. Yes, there is some squealing. Then Jason Leigh from Capcom Vancouver, makers of Dead Rising 3, joins us in The Basement.He offers plenty of insight into the making of the game, including plenty of behind-the-scenes stories.

Since there wasn’t a lot of context to go with the screenshots we are going to share some additional details about Dead Rising 3.

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Microsoft lifted the lid on Dead Rising 3′s story with this trailer and did you notice Isabela Keyes was in it? Siliconera revealed that information months ago. Since there wasn’t a lot of context to go with the screenshots we are going to share some additional details about Dead Rising 3.

The woman in the trailer that points out Nick is going to turn is Rhonda, Nick’s boss at the auto mechanic shop.

This guy with a Hawaiian shirt is Gary and he is hired muscle for a local gang.

Red is the leader of the illegals, a group of infected people who don’t want to register that they are infected with the government. When Los Perdidos becomes the epicenter of an outbreak, the government rushes in to seal off the area and Red is suspicious of their involvement.

Shifu is one of the boss fights in Dead Rising 3.

Diego is one of Nick’s old friends who left for the army. The two meet again during the outbreak.

Nick is a mechanic by trade and he can make wacky contraptions like the Sentry Cat.

Dead Rising 3 is an Xbox One launch title slated for release on November 22.